Ack. I actually meant the incoming missile *BOOP* sound effect, which seems to be a sound file. Not betty's announcement.paulwheeler wrote:Do not use that mod if running the English version of XRM. It will block betty from saying all the new names.
I have removed the incoming missile alert from the XRM if running TC in english.
[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
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Oh - that would be ok then.Halconnen wrote:Ack. I actually meant the incoming missile *BOOP* sound effect, which seems to be a sound file. Not betty's announcement.paulwheeler wrote:Do not use that mod if running the English version of XRM. It will block betty from saying all the new names.
I have removed the incoming missile alert from the XRM if running TC in english.
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I know adv sats were always a pain in the arse to find in vanilla but for some reason it seems impossible with XRM. I have 2 station campers trying to buy them and in several game hours I have only managed to buy 1.navetta wrote:would it be possible to add more adv. satellite factories to the universe?
its pretty much impossible to find any at the moment and its very annoying especially for terran mission where you have to find THREE of them...
Could it be XRM? It seems there a few folks having the same issue.
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There are exactly the same number of adv. sat fabs in XRM as in vanilla.
Adding more would be possible I guess, but adding AI fabs is not just a case of sticking new fabs in. You have to check the resources are there to support it.
In XRM there are more docks selling adv says which might explain why the fabs are emptier. Check in the docks as well, including the new corp HQs.
Adding more would be possible I guess, but adding AI fabs is not just a case of sticking new fabs in. You have to check the resources are there to support it.
In XRM there are more docks selling adv says which might explain why the fabs are emptier. Check in the docks as well, including the new corp HQs.
Last edited by paulwheeler on Fri, 5. Aug 11, 14:15, edited 2 times in total.
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paulwheeler wrote:There are exactly the same number of adv. sat fabs in XRM as in vanilla. Basically I just shifted all civilian fans from military shipyards to an adjacent showroom. So selling location numbers have remained the same.
Interesting. I must be having bad luck. Time to build an Adv Sat fab I guess.
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That's hard coded so can't be changed as far as I'm aware. Its a very slow process though. Besides if that didn't happen pretty soon the universe would become saturated with wares as the player is the only real "consumer" of certain products, like sats.navetta wrote:
also i thought that wares in docks disappear after some time, maybe it would be good to make it so that sats dont disappear.
Ill look at adding a few more adv sat fabs.
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Actually, the need of sats to set up my own network forced me to build a little Adv. Sats complex (5 fabs + the needed ones to make it a closed loop) in Avarice. It's REALLY good money, the AI traders have kept buying every single one of them for a good game week, with no sign of slowing down.
They seem to be as lucrative as contraband
About Gazz' OOS rebalance: I did give V1 a try, but I wasn't very lucky. It works, but results were sometimes even worse than with the vanilla system (1 Valhalla + 2 Tyrs + 1 Large OWP VS 1K+1C+2Ps = got completely owned). Might be better in other situations, but it definitely made the xenon even MORE overpowered OOS.
Now I'm playing with vanilla but with the "beta" OOS calculation (SG_OOS_FIGHT_MODE) turned on in Globals. It's working decently at least. Combined with the high hull pack, cap ships now have the time to exchange several volleys before blowing up, and engagements become more or less predictable and consistent. Still some odd results, but it's good enough while we wait to see V2 grow up.
They seem to be as lucrative as contraband

About Gazz' OOS rebalance: I did give V1 a try, but I wasn't very lucky. It works, but results were sometimes even worse than with the vanilla system (1 Valhalla + 2 Tyrs + 1 Large OWP VS 1K+1C+2Ps = got completely owned). Might be better in other situations, but it definitely made the xenon even MORE overpowered OOS.
Now I'm playing with vanilla but with the "beta" OOS calculation (SG_OOS_FIGHT_MODE) turned on in Globals. It's working decently at least. Combined with the high hull pack, cap ships now have the time to exchange several volleys before blowing up, and engagements become more or less predictable and consistent. Still some odd results, but it's good enough while we wait to see V2 grow up.
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Re: [MOD] X3 Rebalance Mod (XRM) - Total conversion - v1.04c (31.07.11)
I have a question about this description:
I'm not complaining because I like the PAC and I'm glad that I can install the weapons on each ship.
As it is to the reality of the game? Because of such weapons as: Particle Accelerator Cannon and Pulsed Beam Emitter can use the ships of all races.paulwheeler wrote:RACIALISED WEAPONS The military of each race has decided to clamp down on letting other races use their technology. All weapon loadouts have been racialised. There are no longer any generic, one size fits all weapons and each race gets their own, unique set of weapons.
I'm not complaining because I like the PAC and I'm glad that I can install the weapons on each ship.

X3:AP 3.1+XRM 1.30d+MSP 1.7+LoCo 2.01+IR 2.0
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Re: [MOD] X3 Rebalance Mod (XRM) - Total conversion - v1.04c (31.07.11)
Yacek wrote:I have a question about this description:As it is to the reality of the game? Because of such weapons as: Particle Accelerator Cannon and Pulsed Beam Emitter can use the ships of all races.paulwheeler wrote:RACIALISED WEAPONS – The military of each race has decided to clamp down on letting other races use their technology. All weapon loadouts have been racialised. There are no longer any generic, “one size fits all” weapons and each race gets their own, unique set of weapons.
I'm not complaining because I like the PAC and I'm glad that I can install the weapons on each ship.
Yes, there still are some weapons used by more than a single race, but much less than in vanilla, and almost only for weak fighter class weapons. There are some other exceptions: for instance, two allied races like the Boron and Argon share some weaponry, which still makes sense (they are allied).
Apart from these exceptions, though, the loadout is kinda unique for every race, with different versions of antifighter and anticapship weapons. This, in turn, makes pirate vessels particularly interesting, as they are usually weaker stats wise, but being a mix of scrapped and stolen technology they can often offer more choice in weaponry.
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IRE and PAC are still universal.
PBE is certainly not and is only on split and some pirate ships. If you see it on more than that something is installed incorrectly.
Please check if you have another mod that alters tlasers, tships or tcockpits. The XRM is not compatible with any mod that alters these.
PBE is certainly not and is only on split and some pirate ships. If you see it on more than that something is installed incorrectly.
Please check if you have another mod that alters tlasers, tships or tcockpits. The XRM is not compatible with any mod that alters these.
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I do not have any other mod. I could be mistaken, at most, a weapon, I wrote to the head, and thus out of nothing.paulwheeler wrote:IRE and PAC are still universal.
PBE is certainly not and is only on split and some pirate ships. If you see it on more than that something is installed incorrectly.
Please check if you have another mod that alters tlasers, tships or tcockpits. The XRM is not compatible with any mod that alters these.
You see I understood too literally, "that all weapons are unique," not only "big".
That example Kha'ak Terran, and do not use the PAC is known, it is so vanilla.
X3:AP 3.1+XRM 1.30d+MSP 1.7+LoCo 2.01+IR 2.0
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Maybe u should just stop trolling/catching words and start enjoying this mod?Yacek wrote:I do not have any other mod. I could be mistaken, at most, a weapon, I wrote to the head, and thus out of nothing.paulwheeler wrote:IRE and PAC are still universal.
PBE is certainly not and is only on split and some pirate ships. If you see it on more than that something is installed incorrectly.
Please check if you have another mod that alters tlasers, tships or tcockpits. The XRM is not compatible with any mod that alters these.
You see I understood too literally, "that all weapons are unique," not only "big".
That example Kha'ak Terran, and do not use the PAC is known, it is so vanilla.
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Speaking of Split Ships Mr Wheeler! I see that (at least in my 1.03 version of XTM) the Chimera is unable to use HEPTs which it could in SRM. Are HEPTs designed for a racial group or was it done specifically for the Chimera (...or was it a mistake)? I dont really mind the change I thought it was odd as I always thought HEPTs were race neutral.
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HEPTs are a Paranid only weapon in XRM.NOValdemar wrote:Speaking of Split Ships Mr Wheeler! I see that (at least in my 1.03 version of XTM) the Chimera is unable to use HEPTs which it could in SRM. Are HEPTs designed for a racial group or was it done specifically for the Chimera (...or was it a mistake)? I dont really mind the change I thought it was odd as I always thought HEPTs were race neutral.
The only universal weapons are IRE and PAC (excluding Xenon, Khaak and Terrans).
Here are the race weapons (off the top of my head so I may miss one or two and ignoring IRE and PAC):
Argon:
PRG
MD
CIG
CFA
PPC
PBC
Boron:
PRG
IOND
IPG
CFA
PPC
IC
Split:
PBE
MD
ISR
PAL
PBP
Paranid:
HEPT
FBL
PPG
EMDA
TBC
PSG
Teladi:
EBC
PBG
FUBL
FAA
GAUSS
IBL?? (cant remember if it did or didn't...)
Terran:
EMR
EMPC
M/AM
FPD
SSC
FBC
PSP
Xenon:
GPE
HEPR
DMBC
QSC
Otas ships can mount Boron and Argon weapons.
Pirates can mount mostly their ship origin race weapons plus pirate weapons, with a few variations.
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I don't have such adv sat problem, as I have plenty of them, bought by only one EQ.
My problem is not having any laser tower
My problem is not having any laser tower

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10 000 Lasers de réparation, X3TC vanilla exploit
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